Enhancing Computational Thinking Capability of Preschool Children by Game-based Smart Toys

Szu Yin Lin, Shih Yi Chien, Chia Lin Hsiao, Chih Hsien Hsia, Kuo Ming Chao

    Research output: Contribution to journalArticlepeer-review

    48 Citations (Scopus)
    991 Downloads (Pure)

    Abstract

    Computational thinking has become an important issue in the field of education. Because preschool and kindergarten learners are capable of exercising their cognitive abilities to resolve basic computational logic, this demographic has raised significant interest in studying their learning intentions and behaviors. However, prior research fails to examine the effects of teaching computational logic to kindergarten children. Therefore, this study aims to investigate the influences of teaching approaches in guiding preschool children to learn computational logic and programming concepts to enhance their problem-solving skills as well as computational thinking abilities. A novel teaching framework is designed to develop the learner's cognitive abilities, which adopts the smart toy game-based learning approach along with a tangible user interface (TUI) to enhance children's learning performance and interests. The proposed teaching approach integrates the game-based learning concepts into the TUI system, where the learning processes allow the learners to effectively practice the conceptual knowledge and efficiently advance their problem-solving skills. The results suggest using the developed game-based TUI system can increase preschool children's learning behaviors as well as enhance their learning interests and computational thinking abilities.

    Original languageEnglish
    Article number101011
    Number of pages16
    JournalElectronic Commerce Research and Applications
    Volume44
    Early online date28 Sept 2020
    DOIs
    Publication statusPublished - 1 Nov 2020

    Bibliographical note

    NOTICE: this is the author’s version of a work that was accepted for publication in Electronic Commerce Research and Applications. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in Electronic Commerce Research and Applications, 44, (2020]
    DOI: 10.1016/j.elerap.2020.101011

    © 2020, Elsevier. Licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International http://creativecommons.org/licenses/by-nc-nd/4.0/

    Funder

    Ministry of Science and Technology, Taiwan, under Grant MOST 109-2410-H-197-002-MY3 and MOST 109-2410-H-004-067-MY2

    Funding

    This research was supported by the Ministry of Science and Technology , Taiwan, under Grant MOST 109-2410-H-197-002-MY3 and MOST 109-2410-H-004-067-MY2 .

    FundersFunder number
    Ministry of Science and Technology TaiwanMOST 109-2410-H-004-067-MY2, MOST 109-2410-H-197-002-MY3
    Ministry of Science and Technology Taiwan

      Keywords

      • Cognitive development of children
      • Computational thinking
      • Game-based learning
      • Smart toys
      • Tangible user interface

      ASJC Scopus subject areas

      • Computer Science Applications
      • Computer Networks and Communications
      • Marketing
      • Management of Technology and Innovation

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